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Fix bone-attached entities (#10015)

tags/5.3.0
hecktest GitHub 2 weeks ago
parent
commit
7be082f9a8
No known key found for this signature in database GPG Key ID: 4AEE18F83AFDEB23
1 changed files with 33 additions and 5 deletions
  1. +33
    -5
      src/client/content_cao.cpp

+ 33
- 5
src/client/content_cao.cpp View File

@@ -162,6 +162,15 @@ static void setBillboardTextureMatrix(scene::IBillboardSceneNode *bill,
matrix.setTextureScale(txs, tys);
}

// Evaluate transform chain recursively; irrlicht does not do this for us
static void updatePositionRecursive(scene::ISceneNode *node)
{
scene::ISceneNode *parent = node->getParent();
if (parent)
updatePositionRecursive(parent);
node->updateAbsolutePosition();
}

/*
TestCAO
*/
@@ -929,11 +938,6 @@ void GenericCAO::updateNodePos()

void GenericCAO::step(float dtime, ClientEnvironment *env)
{
if (m_animated_meshnode) {
m_animated_meshnode->animateJoints();
updateBonePosition();
}

// Handle model animations and update positions instantly to prevent lags
if (m_is_local_player) {
LocalPlayer *player = m_env->getLocalPlayer();
@@ -1143,6 +1147,18 @@ void GenericCAO::step(float dtime, ClientEnvironment *env)
rot_translator.val_current = m_rotation;
updateNodePos();
}

if (m_animated_meshnode) {
// Everything must be updated; the whole transform
// chain as well as the animated mesh node.
// Otherwise, bone attachments would be relative to
// a position that's one frame old.
if (m_matrixnode)
updatePositionRecursive(m_matrixnode);
m_animated_meshnode->updateAbsolutePosition();
m_animated_meshnode->animateJoints();
updateBonePosition();
}
}

void GenericCAO::updateTexturePos()
@@ -1444,6 +1460,18 @@ void GenericCAO::updateBonePosition()
bone->updateAbsolutePosition();
}
}
// The following is needed for set_bone_pos to propagate to
// attached objects correctly.
// Irrlicht ought to do this, but doesn't when using EJUOR_CONTROL.
for (u32 i = 0; i < m_animated_meshnode->getJointCount(); ++i) {
auto bone = m_animated_meshnode->getJointNode(i);
// Look for the root bone.
if (bone && bone->getParent() == m_animated_meshnode) {
// Update entire skeleton.
bone->updateAbsolutePositionOfAllChildren();
break;
}
}
}

void GenericCAO::updateAttachments()


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